Specify sounds to exclude from random pitches?
Moderator: GZDoom Developers
Specify sounds to exclude from random pitches?
I noticed something and thought I might make a small feature suggestion for modders. I tend to prefer the randomized pitches sound option turned on so my ears don't get quite as bored, but in some instances things don't sound right, such as the spinning chain gun barrel in Brutal Doom, where each loop of the effect comes in at a different pitch and ruins the seamlessness of the sound loop. I was curious if there could be a way to exclude specific sounds from the randomized pitch function (as well as the inverse and forcing a sample to play back with randomized pitch). That way, the users could flip that setting however they like, and the modders can ensure the user isn't getting a wonky experience due to the user's preference in settings.
Thanks!
Thanks!
Re: Specify sounds to exclude from random pitches?
$pitchshiftrange 0 in [wiki]SNDINFO[/wiki]
- Marisa the Magician
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Re: Specify sounds to exclude from random pitches?
I wish we could get the opposite of this, though.
Re: Specify sounds to exclude from random pitches?
You mean force certain sounds to be pitch-shifted even when shifting is disabled?
Re: Specify sounds to exclude from random pitches?
Quasi-related: I've never considered pitch shifting to be a usable modding feature because users have to switch on a setting for it to work (which they won't).
A "yes I know what I'm doing; this isn't the default weirdo Doom pitch shifting" override would be handy, but then we're dealing with overrides-of-overrides again.
A "yes I know what I'm doing; this isn't the default weirdo Doom pitch shifting" override would be handy, but then we're dealing with overrides-of-overrides again.
- Marisa the Magician
- Posts: 3886
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- Location: Vigo, Galicia
- Contact:
Re: Specify sounds to exclude from random pitches?
Or at least a way to set pitch when playing sounds from scripting
Re: Specify sounds to exclude from random pitches?
I guess the obvious way is to pitch shift a sound in a sound editor then save a bunch of shifted files and use $random in SNDINFO. Clearly not a very efficient solution compared to a couple of lines of text in a control lump of some sort though.
Re: Specify sounds to exclude from random pitches?
That'd rock, TBH. A parameter to A_PlaySound that just always works regardless of the setting, since then we can just frandom it up and get results on demand, without introducing any compatibility cruft to the old way of doing things.Marisa Kirisame wrote:Or at least a way to set pitch when playing sounds from scripting
Re: Specify sounds to exclude from random pitches?
A tempo argument would be absolutely amazing too
Re: Specify sounds to exclude from random pitches?
And reduces quality if you recompress lossy to lossy format.Enjay wrote:I guess the obvious way is to pitch shift a sound in a sound editor then save a bunch of shifted files and use $random in SNDINFO. Clearly not a very efficient solution compared to a couple of lines of text in a control lump of some sort though.